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Mechanical quantity and scale does not make a game fun - one or two good mechanics is all you really need for that distinction. The two provided by default in RMMV include a turn-based battle system and an exploration system, but I can see why you might deviate from just relying on those as I'm not a fan of JRPG-style turn-based battles myself and grid-exploration can feel janky or exacerbate poor level design. Adding a sub-system to the exploration, like stealth-mechanics, seems like a way to stand apart.
If this is one of your first game projects, having too many ideas at the start is usually a recipe for disappointment rather than learning-experience.
If you're trying to piece together a game-design document, then you should build your mechanics and feature-set off of narrative relevance and appropriation.
When it comes to actually designing and building your primary interactions to be "fun," simply tweak those mechanics based on actual feedback when you've released a prototype. Usually "fun" has more to do with pace and frequency rather than how much makeup you can throw on a pig (or how many pigs you have, for that matter) - pigs being reference to an idiom[idioms.thefreedictionary.com].
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A "stealth" system is ambiguous. What does that mean in context of your game? Is it a primary interaction or just some mini-game feature you tacked on for a short narrative performance only to last for one or two scenes? Considering the base-exploration model in RMMV, a stealth game can mean anything from "don't touch that grid tile" to "roll some dice and increase a stat" - it's very vague what you mean by stealth system, but that alone sounds like it should be the feature you ensure is fun if it's already so high on your list.
Really what you want to set up could be done with player touch/below character events that check which way event x is facing and if event x is facing towards you (lets say that is left for example) then it triggers another page of an event which sounds the alarm, game over etc.